Monkey God
Well-known member
I am creating several cybernetic implants that grant various bonuses when in use. I have these bonuses show up in activated abilities because I want them to be disabled if the cybernetic implant gets damaged or stops functioning. Skill and Attribute bonuses work like a dream. My problem occurs when I try to incorporate feats and special abilities into the mix. For example, the implant Biofunction Regulator allows the character to function as if he had the feat Endurance. I can bootstrap Endurance on permanently but I would like to have it an activated ability so if the implant is damaged, the ability can be unchecked and the feat disappears.
Here is how I am creating all of my cybernetic implants:
In creating the script for adding the Endurance feat I cobbled together various pieces from different sources and came up with this.
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)
~ If we're not activated, just get out now
if (field[abilActive].value = 0)then
perform assign[fInclude.fEndure]
endif
The script compiles ok, I don’t get any errors, but nothing happens when I check the activation button. I have tried a multitude of different timings and nothing seems to work. I don’t know if I am missing something or if the script itself is way off base (I think this is more likely). If anyone understands what I am trying to do and could point me in the right direction, I would praise you greatly.
Thanks
Scotti
Here is how I am creating all of my cybernetic implants:
I am creating them as Racial Specials because they are tied to a configurable tab that opens up when you take the cybernetics feat.
I have checked the "show in activated abilities list" and given the activation name that describes the bonus.
I create an eval script that defines the bonus that is activated.In creating the script for adding the Endurance feat I cobbled together various pieces from different sources and came up with this.
~ If we're disabled, do nothing
doneif (tagis[Helper.FtDisable] <> 0)
~ If we're not activated, just get out now
if (field[abilActive].value = 0)then
perform assign[fInclude.fEndure]
endif
The script compiles ok, I don’t get any errors, but nothing happens when I check the activation button. I have tried a multitude of different timings and nothing seems to work. I don’t know if I am missing something or if the script itself is way off base (I think this is more likely). If anyone understands what I am trying to do and could point me in the right direction, I would praise you greatly.
Thanks
Scotti